Boost dependency crashing ableton on mac OS - c++

I am getting crashes related to boost/asio for my dynamic library, within ableton.
I heard it might be due to clashing boost versions - so I switched to statically linking boost, and I'm still getting crashes
My audio plugin works fine in all DAWs, but Ableton.
Boost 1.81.0 used in plugin
Ableton Live 11.2.7
Mac OS 12.6.2 Monterey
EXC_BAD_ACCESS (code=1, address=0x10c)
at boost::asio::detail::scheduler::concurrency_hint
int concurrency_hint() const
{
return concurrency_hint_;
}
I've created a whole reproducible example of the problem.
Once installing this plugin, if opened in ableton, on mac OS, a crash occurs.
https://github.com/tobq/ableton-crash

Related

UHD USRP crash in debug mode

I have a simple receiver application with USRP B200. It works fine in release mode but crashes in debug mode. Program crashes when following method is called.
uhd::usrp::multi_usrp::make(args)
Here the stack view when it crashes:
The program only requires libboost_thread from the boost library. I tried with different versions (libboost_thread-vc141-mt-x64-1_69.lib, libboost_thread-vc141-mt-gd-x64-1_69.lib, libboost_thread-vc141-mt-sgd-x64-1_69.lib) of that library but got the same result.
Environment :
OS: Windows 10 and 11
Compiler: MSVC2017, MSVC2015 64 bit
UHD version: 3.15.0.0 and 4.1.0.5
Boost versions : 1.69, 1.69, 1.77 and 1.79
Libusb version: 1.0 (debug mode dll)
Edit:
This program works stably in release mode. Also, a similar program like this one works fine in release and debug modes on Ubuntu, but crashes in debug mode on Windows. So, I don't think it's a hidden bug causing the crash. I suspect there is a point between UHD, Boost, and MSVC for the debug mode in Windows. I would be grateful for any help.
I found the problem. The same build configuration must be used for UHD binaries. Using release built uhd.dll in debug mode causes the crash.
Unfortunately, The official build of UHD doesn't contain debug builds. Those who need the debug version, need to compile it themselves. Here is the build guide:
https://files.ettus.com/manual/page_build_guide.html
And here are the debug builds of mine for testing purposes.
https://github.com/huzeyfe-erkek/UHD-binaries

SFML Can't Start Application

I am running a project which use SFML and who works perfectly fine on Linux.
I am now Compiling my project on Window and it works.
I am Using Cmake actually.
The thing is when I start my SFML APPLICATION it just doesn't run.
I mean when I start it, The main's first line of code isn't executed.
The error seems to be due to Shared Libraries Linking but I can't figure Why ?
I've Included the SFML dlls in the binary directory, so I didn't got (explicitly at least) errors about shared libraries. (When running Through a terminal)
I do not Compile my program with static SFML Linking otherwise I wouldn't have this question
I've also compiled SFML myself (and installed it ofc) and use the same Compiler ("-G"MinGW Makefiles") to build my SFML Application.
I've seen someone who got a driver's update problem, but I've already tried the solution
The error code is:
when running through a Git-bash terminal. (No explicit Error)
echo $? -> 127
(so -1 at runtime)
And when Running through CLion:
Process finished with exit code -1073741792 (0xC0000020)
If someone can help me it would be great!
EDIT:
When using dependency walker (and select SFML dlls)
I got an error too This files is not a valid 32-bit or 64-bit Windows Module
But I do not understand why since I've compile SFML myself

SFML - Applications has stopped Responding

So, I'm using CodeLite on Windows, building with Mingw64 on 64 bit system. Everything builds, but when i run the application, it crashes with "Client.exe" has stopped responding. Client.exe being my application. I'm literally running the default example code off the SFML website. When I've googled around for quite some time now and I honestly have no idea as what to even look at for this error.
Sometimes my console will output
Application has exited with error code: 255
But most of the time it outputs:
Program exited with return code: -1073740940
Using help from the comments on my question.
As stated by Satus, The issue was, first, my libraries were statically linked, using the Dynamic libraries, instead, seemed to have fixed my issue. My second issue was that my SFML libraries were built using the wrong version of MingW. Recompiling this was simple enough. I downloaded the SFML source code. Used CMake to set everything up as displayed on the official SFML compiling and building tutorials, and built it using my version of MinGW. After copying the newly compiled DLL's and Debug DLL's, everything worked perfectly.
Be sure if you're using two different version of MingW (64bit and 32bit) to compile each version in CMake accordingly, otherwise you may get issues.

Debugging 10.6 on Xcode 4.4

I've been recently trying to compile a static library for a game engine in Xcode. I'm using OS X 10.8 and Xcode 4.4. I managed to copy the 10.6 platform from an old installation of Xcode. After a bit of copying stuff, I managed to get a runnable 10.6 SDK with appropriate headers and stuff. I had to use GDB for debugging, as LLDB doesn't like 10.6 any more. Debugging went OK for a bit, until I touched one build setting, no clue which. Doing a snapshot restore fixed nothing. Anyway, now debugging is really shakey. What will happen is this: The first time I run the application, everything works normally. It launches the game, loads the static library, breakpoints work, everything is fine. But after that, the next attempt at running, and all future attempts result in this error message:
Unable to find Mach task port for process-id 49069: (os/kern) failure (0x5).
A crash report reports this:
Thread 0 Crashed:
0 dyld 0x8fe01030 _dyld_start + 0
The debugger output shows no information other than what's normal.
Is there a way to get Xcode 4.4 to compile for 10.6 and run 100% of the time?
Edit: I tried using the technique described at http://sourceware.org/gdb/wiki/BuildingOnDarwin but the error still remains.

Error while trying to run a release build of a Qt application on Windows

I'm trying to build the Windows version of my app. The program compiles and runs fine on Qt Creator but when I try to run it standalone it throws the following error:
The procedure entry point _Z17qt_message_output9QtMsgTypePKc could not be located in the dynamic link library QtCore4.dll
I have all the necessary dlls in my application folder and they are the same ones that came with the binaries I've downloaded from the Qt's website. This error is driving me crazy for I can't seem to find any reason for it. The application runs fine on Linux and MAC OS X.
Ok I found the problem. I was copying the wrosng dll (not sure why Qt ships with 2 different versions).
The right ones are in:C:\Qt\2010.05\qt\bin and NOT in C:\Qt\2010.05\bin
I hope this helps anyone who might stumble upon this issue.